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Posts Tagged ‘Games’

Torres tempted to make a splash at London games

Olympic swimming heroine Dara Torres pauses, her delicate hazel eyes narrow, and she stares at a tiny puddle of water that has splashed out of the pool.  The 42-year-old Floridian badly wants to compete at the London Olympics in 2012, but is pondering the potential deal-breakers – her age, herOlympic swimming heroine Dara Torres pauses, her delicate hazel eyes narrow, and she stares at a tiny puddle of water that has splashed out of the pool. The 42-year-old Floridian badly wants to compete at the London Olympics in 2012, but is pondering the potential deal-breakers – her age, her

Holland turns to video games to help battle swine flu

Inder Bugarin
BBC Mundo, Brussels

Grab from flu game, Erasmus Medical Centre

Like many other nations Holland is battling swine flu on many fronts.

At the forefront of the fight against the pandemic are the ranks of specialised doctors and millions of anti-viral tablets. But it also has one unusual weapon to call on – a videogame designed by experts at the Erasmus Medical Centre in Rotterdam.

Dubbed "The Great Flu", the game is based on the threat that the emergence of a new flu virus and its rapid spread across the globe would pose to humanity.

"The game is based on the need to increase public awareness to the threat posed by a pandemic and the measures in place to contain it," said Albert Osterhaus, head of virology at the Erasmus Medical Centre and one of the experts involved in creating the game.

"In no way is it intended to be a substitute for any advice given by the medical authorities," he said. "Its purpose is simply to create another avenue of information."

The game is played online and gives players the unenviable task of containing, as much as they can, the spread of an unknown flu virus.

The more time passes, the more people become infected, more people die and more nations are hit.

The player has various tools to try and halt the pandemic. For instance, early warning systems can be established and citizens warned about the risks. Also available are face masks and anti-viral drugs, as well as improved research centres and medical services.

The player is also given the option to close schools and airports, suspend businesses and quarantine infected members of the population.

Injection, Getty

Players face tough choices because starting funds are limited to £2bn. Sweeping actions such as closing airports, beefing up research and isolating sick individuals does not come cheap. Strategy is key.

To present people with a range of challenges different, and more virulent, bugs can be chosen to combat.

An introductory video for the game reminds players of the impact of past pandemics, such as the Spanish flu pandemic of 1918 which is estimated to have left 40 million dead.

As of 6 August 2009, swine flu, or H1N1 strain of the influenza virus, is thought to have infected more than 177,457 people and killed more than 1,400. The first cases of it were found in Mexico and the US and it was declared a pandemic on 11 June by the World Health Organisation.


This article is from the BBC News website. © British Broadcasting Corporation, The BBC is not responsible for the content of external internet sites.

Star Wars Toys And Games

Hello and welcome to our Hubpage that’s all about Star Wars Lego toys! The Star Wars galaxy is one of the biggest science fiction films that has been awfully popular for decades now, thanks to the movies, the comics, the computer games, the merchandise and the numerous animated versions of it, and Lego fanatics had [...]

NAMCO BANDAI GAMES EUROPE ANNOUNCES ‘NARUTO SHIPPUDEN: ULTIMATE NINJA 5’ FOR PLAYSTATION®2

NAMCO BANDAI Games Europe S.A.S today announced the forthcoming launch of NARUTO Shippuden: Ultimate Ninja 5, the latest in the action adventure series based on the international hit NARUTO SHIPPUDEN anime TV series. Featuring more characters and battle stages than ever before alongside an array of dazzling gameplay enhancements, NARUTO Shippuden: Ultimate Ninja 5 is [...]

July 29, 1994: Videogame Makers Propose Ratings Board to Congress

1994: A coalition of game publishers presents Congress with its proposal for the Entertainment Software Ratings Board, a voluntary industry-wide standard for age ratings on videogames.
A joint congressional hearing in December 1993 took up the growing concern that the game industry was irresponsibly marketing violent videogames to minors. Spearheaded by Sens. Joe Lieberman (then D-Connecticut, [...]

10 iPhone, iPod Touch Games You’ve Got to See

It seems like everyone’s looking for an escape these days, be it from a decidedly lackluster summer season, a stumbling economy or just a way to take your mind off a crowded commute. Although the video game industry at large may be feeling the effects of pinched purses, here’s a selection of games for your Apple iPhone or iPod touch that can provide a much-needed break in the day.
– …


ILLUSION, MAGIC AND IMPOSSIBLE IDEAS COME TO LIFE IN UPCOMING ALICE IN WONDERLAND VIDEO GAMES FROM DISNEY INTERACTIVE STUDIOS

Games inspired by the upcoming Walt Disney Pictures film to give players their own unique journey through Tim Burton’s Underland As Tim Burton and Lewis Carroll fans become curiouser and curiouser (Carroll, 1865) about Walt Disney Pictures’ upcoming “Alice in Wonderland” film, Disney Interactive Studios today announced development of video game adaptations of the beloved [...]

World Games In Taiwan: China Boycotts Opening Ceremony

TAIPEI, Taiwan — The 100-strong Chinese delegation boycotted the opening ceremony of the World Games in Taiwan on Thursday, underscoring the limits of the historic breakthrough in relations between Taipei and Beijing.

The Chinese gestur…

Michael Conniff: Con Games: End of Story In Vegas

Vegas, man-made and juiced-up, is where our story as a country has come to an end.

Even better than the real thing

You can analyse a tennis ball’s flight, recognise strangers and play with a stegosaurus. Charles Arthur reports on augmented reality, coming soon to a smartphone near you

As the players pause between ends in a match at Wimbledon, the TV screen suddenly overlays the court with a pattern of yellow and black dots – showing where the receiver has been returning the first and second serves. As they walk back out, the overlay vanishes and they’re back to play.

As another wicket falls in the Ashes, a replay shows the flight of the ball, and how it was going to clip the off-stump before it was stopped by the batsman’s leg. And in the US, TV viewers watching an American football match see a yellow line running across the field – the “first down line” that the attacking team must reach to retain possession. Except that it’s invisible to the players on the field: it’s added in the TV studios. And this weekend’s Open Championship golf will show the greens overlaid with contours, revealing the territory each putt must negotiate.

All are examples – already so familiar as to feel quotidian – of “augmented reality” (AR), a burgeoning field that mixes computer power with real life to add extra information to a scene or event. The sports examples are only the beginning, relying as they do on static locations. The next generation of augmented reality is designed for people on the move – and it’s already being implemented.

For example, spectators visiting the All-England club this year with an Android-powered phone could download an AR application called Wimbledon Seer, which, when they held the phone up and pointed it at the courts, would display match data, where the refreshment stands were, or whether a cafe had an exceptionally long line.

Unlike virtual reality, or immersive reality (think Second Life), AR takes what is already there in the real world and uses computer sensing to add more information – whether in touch (“haptic”), visual or aural formats.

Pilot scheme

It has already been used in niche applications by well-funded organisations: Boeing, for example, uses AR so that engineers can do the complex wiring on its aircraft. Since a trial in 1996 – which involved PCs worn on a waistband and special goggles – its engineers have seen the wiring diagram overlaid on the place where they are looking, so they don’t have to keep referring back to paper wiring diagrams (where it would be easy to lose your place).

But even that’s not the original form of AR – which was arguably the tapes that you could buy or borrow at museums: slot them into your cassette player (which shows how old the idea is) and as you walked to each exhibit, the tape would provide a more detailed explanation of what you were seeing. It may be the first time art has fostered a technology breakthrough. Nowadays, AR is used in museums in a more dramatic manner – such as Canon, which has a version for showing off dinosaur exhibits: viewed through a special camera, a three-dimensional stegosaurus appears to be right in front of the visitor.

Jen-Hsun Huang, president and chief executive of the graphics card maker Nvidia, is certain that augmented reality is going to become part of our daily life – and soon. “You’ll see it in your car when you’re backing up: you’ll get a readout showing how close objects are. Golfers will be able to put on glasses and it will show them the contours of the green. Already Sony has been using it in videogames – you put a camera over a board, and you put the game cards on the board, and you see a rendering of the monsters from the cards on your computer – and they’re fighting each other. Lego has done one where the model appears to pop out of the box.” He’s sure that the growth in processing power and location-sensing will mean AR will become commonplace in a few years.

Great leap forward

Certainly, AR out in the field needs smartphones with a number of elements built in. First, video or camera input in a high enough resolution; location sensing; direction sensing; and then, the onboard computing power to analyse the visual information and decide what and where to overlay. It’s only in the past year or so that smartphones with all those elements have begun to be affordable, and include elements such as the compass built in to the recently released iPhone 3GS and Android-based G1 mobile.

And there are already a number of startup companies trying to make the most out of this burgeoning area. One is Layar, from SPRXmobile, a Dutch company: it overlays local restaurant, hotel and property data on to the scene that it “sees” through the camera.

Meanwhile a Swedish company, The Astonishing Tribe, has gone a step further, with a facial recognition system called Augmented ID. It tells you who people are, based on identifying their picture via a technology called Polar Rose, which analyses faces and then searches for photos on Flickr that match it – and pulls out the name from the tags.

Another, called Nearest Tube, for the iPhone 3GS, uses its GPS and video capability to give real-time directions – overlaid on to the scene, viewed through the iPhone – to the nearest underground station. An Austrian-based company, Mobilizy, has developed an Android application that, given a camera view and a location, overlays information about it from Wikipedia and photos from Panoramio. So far there are 800,000 points around the world where it works.

Use your imagination

And it turns out that the programming isn’t the hardest part. Chetan Damani, a director of Acrossair, which developed the Nearest Tube application, says: “The app itself wasn’t that complex. Apple released the 3.0 SDK a few months prior in beta version, so we started conceptualising the app in advance. I would say in total we spent 20-30 man days on the project (design, strategy and build).”

He adds that AR isn’t a homogenous field. “Firstly, you have AR, which involves overlaying data in to the current surroundings, like our Nearest Tube application on the iPhone. For that you need the geodata (longitude and latitude) and a capable device. The second type of AR is when you create a virtual object and layer that on to a real-world view, like the BMW Z4 AR app accessed on a PC. For this you need a visual tag the camera can recognise to create the virtual object; in this type of AR app you do not need the geodata.”

It is still early days, though. “It’s really picking up now because of the devices. AR provides a much more intuitive interface to viewing mapping data, and the one thing that the internet era has taught us is that the interface drives interest. The hardest element about AR is getting hold of accurate data – you need to have detailed longitude and latitude data, and although this is available for landmarks and for certain stores, it’s not easy to obtain.”

But with GPS getting ever more precise, and mobile phones getting ever more accurate, it may not be that long before the spectators at sports events are lifting their phones – or perhaps even special glasses – to their eyes to “watch” the event in more detail, and in ways we presently have to stay at home for. Augmenting reality could make experiencing reality much more rewarding.

guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds


Michael Conniff: Con Games: Conservatism In Reality

Two out of every three Republicans believe news of global climate change is “exaggerated” — the same margin as those who want Sarah Palin to remain “a major national political figure.”

Patrick Ryan: Chicago Games: Benefits Far Outweigh the Risks

The greatest risk we face is not taking advantage of this unique opportunity to engage and enrich Chicago’s children by hosting the Olympic and Paralympic Games.

Puttnam aims to ‘legitimise’ gaming

Veteran movie producer and creative industries campaigner David Puttnam talks exclusively to Gamesblog about his involvement with videogames

Throughout the 80s, David Puttnam was one of Britain’s most powerful and successful film producers, responsible for a string of hits including Chariots of Fire, Midnight Express and The Killing Fields. However, during the following decade, he became increasingly frustrated with the pressures of popularism, penning the incendiary The Undeclared War about Hollywood’s grip on the movie business and effectively retiring from the film industry in 1998.

He has since become a highly active campaigner on behalf of Britain’s creative industries – including videogames. Having chaired independent funding body, NESTA (National Endowment for Science, Technology and the Arts) through the 90s, Lord Puttnam has recently teamed up with games industry trade association TIGA to help with Play Together, an initiative that seeks to foster collaboration and communication between the games industry and other creative industries, including film. Lord Puttnam is also vice-chairman of a recently established All-Party Parliamentary Group, supported by TIGA, which aims to, “raise and discuss key [videogame] industry issues amongst interested Parliamentarians”.

A key ambition is to push for the sorts of tax initiatives currently benefitting games makers in other countries, notably Canada. It would seem the group has already been modestly successful, with the news last week that the government has asked TIGA to provide evidence to support a ‘culturally British’ tax break for UK games production.

Lord Puttnam spoke to me about his interest in videogames, and about how the government must act to ensure the ongoing health of the UK industry. Here is the first part of that interview …

How did you get involved with NESTA?
I was involved from about 1992. I was working on the Labour party manifesto for the “creative industries” as they became known, and what emerged time and again was the lack of connectivity between arts, science and technology. We were in a sense revisiting CP Snow’s thesis that art and science were in some respects incompatible, whereas in reality, looking at the likely challenges of the 21st century economy, there was an overwhelming need for them to be increasingly connected. So we set out to see what could be done to bind these two together, and what emerged was NESTA.

In fact, NESTA started out as NESA – technology was added rather at the last minute – but it was always intended to be a way of drawing together the arts and the sciences based, to an extent on what I had experienced during my brief stint on the ESRC. It was there I became aware of how damaging and unnecessary this separation could be. Immediately after Labour won the 1997 election it quickly moved from being an idea to a policy commitment; and from there to a reality within 18 months. I was then summoned back at the last minute – the original nominee having became unavailable – to become the inaugural chair, where I remained for the next five years.

What were the practical aims of NESTA from the beginning?
Well, the first big negotiation obviously was how to legislate for an “endowment”, Britain had never had one so we were the very first. The treasury has always been, and probably still is, extremely resistant to the notion. In America they are almost the norm, but HM Treasury do not see endowments as the best possible use of money – although I think that’s an attitude that has more to do with a “loss of control” than anything else.

So first of all we had a job to do on the treasury, then there was an issue of how significant the endowment should be – it was eventually delivered in two tranches. And then there was the business – the very interesting exercise – of setting something up from scratch; the nature and powers of the trustees, and all the rest of it. In the end a short Bill went through parliament creating NESTA along with one or two other statutory bodies.

It was an exciting, and in hindsight a really rather remarkable time.

You’re also very much involved with the videogame side of thing – you believe that the videogame industry should be more heavily supported by government?
My own belief is that the sector should get significantly more support, particularly at the entry and training level – that’s where I’d like to see most of the support concentrated.

I’m also trying to persuade people within the interactive entertainment industry that the role they are playing, and the role that the games they develop are playing, could be far more significant in British cultural life. By its very nature, the potential of “interactivity” within the entertainment and the learning space is enormous. It seems to me that at present we are only scratching the surface.

Obviously there’s a growing interest in serious games and I take it that’s the sector that interests you?
“Obsessed” would be a more accurate way of expressing it!

A few established game publishers, Blitz Games in Leamington for example, have already embraced this sector, haven’t they?
This is a world that’s slowly moving in from the fringes to become quite mainstream. When I first went to see Sony about the possibility of them getting more involved in education through the development of serious games, I was all but thrown out of their office. I think Ray McGuire would confirm what I’m telling you. Happily, today he’s one of the leading proponents of the potential of serious games.

What was his original resistance to the idea?
Oh it was very simple – I remember the conversation very well.
He patiently explained that games are what people do when they get out of school! “They can’t wait to get out of school in order to get their hands on ‘games’ – we don’t even want to mention school – we are the antidote!”

So the most widely held belief saw the two things as operating in opposition to each other. Ray could tell you about his own journey in this respect. I’m very fond of him. He’s a real star.

Are you interested in the mainstream games industry? Are you a gamer?
Only in a rather pathetic way! I have two grand-daughters who are excellent, and if I want to make a complete fool of myself, I challenge them at which point, no matter what we are playing, I invariably manage to make a total fool of myself.

Do they have a Nintendo Wii?
No, we’ve got an Xbox and a PlayStation.

What are your hopes for the all-party group for videogaming, which you’re a part of?
Well, it’s all part of a continuum; if I’d have been around in the 1920s I’d like to think I would have been an inaugural member of the all-party group for the film industry. Certainly I was a vocal advocate for the creation of a select committee in the Lords, which we now have under Lord Fowler, looking at the whole world of communications.

What I hope we’ll achieve with this new committee is the overdue political legitimacy of the games industry; to get a level of informed parliamentary understanding of interactive games – both in terms of their creative potential and the extraordinary levels of income generated by the sector. Most parliamentarians don’t have a clue as regards the challenges or the opportunities the games industry faces. If for example, they had a full understanding of the levels of support the Canadians offer their industry they would, I’m sure, fall off their chairs!

What do you think about the videogame courses at British universities? They’ve been accused of churning out “Jack of all trade, master of none” students. Do you agree?
In my experience that type of broad brush criticism is normally wrong.
I well remember a decade or so ago when media studies courses were being given a terrible rap for being over generalist generalist and insufficiently “robust”. It was was only when you started looking beyond graduation, at the employability of the people that had taken those courses, did you discover that – surprise, surprise – the media studies graduates were getting jobs that no one else was getting – it was in fact one of the most productive routes into employment that universities were offering. So that particular criticism evaporated.

There’s always a miasma of misinformation emerging from the higher education sector as to which are the “best” courses to take. My advice would always be to ignore the perceived wisdom and look for the most reliable evidence on the ground.

guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds


Lack of blockbusters hits Game

Retailer reports 10% fall in sales and pins hopes on Wii Fit Plus, FIFA 2010 and Pro Evolution Soccer 2010

Sales at Game Group have taken a tumble after the company suffered from the absence of a blockbuster computer game launch.

Game reported this morning that like-for-like sales fell by more than 15% between the start of February and the end of June, compared with a year ago.

The company’s sales fell by 10% but the chief executive, Lisa Morgan, insisted the results were in line with expectations.

Morgan laid the blame for the sales plunge on computer game developers. A string of hugely popular games were launched in the first half of 2008, including Grand Theft Auto IV, Mario Kart and Wii Fit, but this year’s big games are being held back until nearer Christmas.

“Last year, we saw an unprecedented level of hardware and software sales,” said Morgan. “There have not been any huge blockbusters so far this year.”

Game expects to post pre-tax profits of between £13m and £16m for the first half of the year, compared with last year’s record-breaking £36.4m.

The retailer is now pinning its hopes on a successful run-up to Christmas.

“The lineup for the second half of 2009 is extremely strong,” said Morgan, citing upcoming titles such as Wii Fit Plus, shoot ‘em up Halo ODST, and football games including FIFA 2010 and Pro Evolution Soccer 2010.

Game is also banking on Sony cutting the price of its PS3 console before the end of the year.

With the recession eating into disposable income, Game has been buying old games back off its customers in part-exchange for new titles and selling them on as ‘pre-owned’ games.

“This is a vital part of our customer offer and more and more customers are recognising the benefits,” said Morgan.

The practice is particularly profitable for Game: the gross profit margin on a pre-owned game is 39%, compared with 22% for a new one.

Looking to 2010, Morgan said that the anticipated launch of motion-sensitive technologies by Sony and Microsoft – following the success of the Wii – should give the sector a boost. But some analysts fear tougher times are ahead, with sales of the Wii console halving so far this year.

Shares in Game were down 18.5p at 145.5 in early trading.

guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds